3 weeks ago

Jaya's Immolating Inferno isnt actually that good in this deck, the deck is better of running things that dont have x in the cost as sunbirds doesnt work with it, same goes with kicker, as it will trigger sunbirds for less than you payed or if you cast it off sunbirds you have to pay the kicker cost in addition

Gilded Lotus is interesting as it fits poorly on the curve but once sunbirds it out it wil let you cast more things a turn, it probably needs some playtesting to see if it is worth it

the SB is also missing some enchantment hate and GY hate, its hard with not much information on meta decks with domineria but Pirate's Pillage and Ravenous Intruder seem like wasted slots

4 weeks ago

Highly advise the removal of Pirate's Pillage in favor of more
treasure map
. The spell is a bit costly and the scrying from the Maps can really help setup the control you are looking for or help you dig to win conditions better.

You may want to consider the use of Bontu's Last Reckoning in sideboard or even main board. This will help you have answers for those decks that go wide.

3 months ago

I'm glad you liked my suggestions. I have a Omnath deck of my own (haven't uploaded it yet) where I have those cards but I'm reforming it because I can't make it work (that's why I was checking your deck), Omnath is expensive and it takes forever to star rolling even having tons of ramp. For me the problen is the deck being to heavy to move and passing the first turns doing nothing but taking lands out of the library and when I finally get to cast Omnath they kill it and now you have to get to 9 mana. Also I have big problems with flyers, I like your choices of Ulvenwald Hydra, Tornado Elemental and Cloudthresher, I was planning to run them myself.

Keep in mind that every meta is different, what works for me, won't necessarily work in your meta. From your deck I'd cut:

Apocalypse Hydra I'd cut it because it only synergize with the Elemental Mastery otherwise is another expensive underperforming fatty, you can put the elemental mastery on any of your power 5 creatures and get a good value out of it.

Golden GuardianFlip from among all the fliplands in IXL and RIX that's probably the one I like the least, you need mana to play and flip it and you also need a big creature of your own to kill it in a fight, when you flip it you create tokens that don't synergize with the deck so I don't really see the point of it in this deck. If you have it because it produces two mana IMO Dowsing DaggerFlip for a total of mana, you can flip it the same turn you play it and you can give the tokens to a player and attack another, on top of that the land produces 3, it's basically a cheaper situational Gilded Lotus

Frontier Guide to ramp a single land feels awfuly slow and inefficient, I'd rather play any of the CMC4 ramp sorceries.

Incandescent Soulstoke I don't think you can really win or deal serious damage by cheating a fatty for a turn and then losing it. Best thing you could throw at him is Molimo that depends on your lands, so in early game it's small in late game you can just cast it. The overal number of elementals in the deck is low. maybe something like Elvish Piper, Deathrender, Quicksilver Amulet or Champion of Rhonas instead?

Molimo, Maro-Sorcerer It's big and it has trample, but CMC7 is too high but I don't think it earns his slot without cheating it onto the battlefield.

Rubblehulk a cheap molimo without trample and Bloodrush which I guess not playing double strike you won't use that often

Spawnwrithe if there was a good plan to make this guy and his copies deal combat damage to an opponet I would love it, but he will be lucky if he manages to do it once on his own.

Whispersilk Cloak this card is way too subtle, you want to combo off and crush your opponents with your 5/5 elementals or you are going 4th of July and throw sparks everywhere. If you just want protection the boots or the greaves are better cards.

Animist's Awakening you start the game with 40 lands in a 99 card deck which mean that at best you can only expect to find one land for every mana you spend on the . I say at best because you have many ramp spells that take lands from the library lowering your chances with this spell. Try instead Boundless Realms maybe you want to include more basic lands

Clear the Land aren't there any more decent ramp spels with CMC3? find one that at leas don't give lands to your opponents Realms Uncharted don't ramp you but it will put lands in hand and graveyad, and not just basics.

Primal Growth good card but you won't have disposable creatures on your early game and as a late game card is weak. As I told you before Kodama's Reach, or Cultivate (whichever you didnt used before).

Search for Tomorrow another good card that will perform better in other decks that really need to get to four mana ASAP, IMO some beefy ramp spell would be better for Omnath. Another one I like in this deck is Khalni Heart Expedition

Evolutionary Leap swap for Ashnod's Altar, you want your sac outlets to be activated without mana and without tapping. Your opponents will probably start worrying as soon as the see this card as it is often used for infinite combos.

Rite of the Raging Storm I ended up removing this enchantment from the deck because it is slow and don't help me with my defense, it's for more aggressive decks. The elemental that pops and sacrifices is nice when you have the commander, but It doesent justify the 5 manas.

For me the problem with this deck is you need to so many card slots and turns ramping that you don't do much more. It is quite spectacular when you manage to combo off, but it feels a bit like a one trick pony. so that is why I'm tinkering with my Omnath deck trying to find balance for my meta.

3 months ago

Pirates looks to have two possible builds: Treasure-Combo or a more aggressive combat-centric deck. I'd be inclined to focus on one over the other. Right now it's a little split between the two which is giving it that "Jack-of-all, Master-of-None" feel.

Treasure Combo

Focusing on the Revel in Riches win condition, you can utilize the creation and sacrifice of artifacts as the main mechanic of your deck.

Marionette Master allows you to deal 4 damage to each opponent with the sacrifice of each Treasure.

Aggro

Focusing more on leveraging Admiral Beckett Brass's abilities we could go with more of an aggressive build. Since the pirate tribe is on the weaker side combat-wise, you're going to want combat buffs and lots of evasion.

Urabrask the Hidden is great at getting in some quick damage and makes it difficult for your opponents to mount a defense. Doesn't synergize perfectly with Raid since they don't like haste, but it's worthwhile to keep everyone's shields down.

Siren Stormtamer is an evasive early-game creature that allows you to trigger early game raid, counts for Admiral's ability and can save her from removal.

Dire Fleet Ravager is good start on reducing life totals. You're going to have more creatures than your opponents, and they're going to need to deal with his menace body, which means you're less at risk from losing life to his ability.

Dire Fleet Poisoner might as well give one of your guys unblockable, as people will rarely want to trade down with a Pirate.

Good In both Builds

Deadeye Tracker is great at dealing with cards in graveyards, something that every EDH deck should have to combat those powerful reanimator, dredge, and combo decks out there. Additionally, this guy can grow or draw cards doing so... which is all upside.

Deadeye Navigator can allow you to trigger Raid or create treasures repeatedly for a mere 1U. He scales in effectiveness with however many Raid and ETB effect guys you end up with. Similarly Conjurer's Closet and Panharmonicon can lean you towards a more ETB-centric build using Raid to pad out your other options.

Determining what to cut would involve going "All-in" on one of the mechanics, and effectively removing the other.

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